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Changeset 10102 in orxonox.OLD for branches/playability/src


Ignore:
Timestamp:
Dec 19, 2006, 7:24:04 PM (18 years ago)
Author:
marcscha
Message:

UI Fix

Location:
branches/playability/src/world_entities
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • branches/playability/src/world_entities/effects/trail.cc

    r10095 r10102  
    3232
    3333#include "class_id_DEPRECATED.h"
     34
     35#define trailAlphaMax 1.0f
     36#define trailAlphaMin 0.2f
    3437
    3538ObjectListDefinition(Trail);
     
    166169  float radzero, radone;
    167170
    168   //glPushAttrib(GL_ENABLE_BIT);
     171  glPushAttrib(GL_ENABLE_BIT);
    169172 
    170173  glPushMatrix();
    171174  //glMatrixMode(GL_MODELVIEW);
    172175  //glLoadIdentity();
     176
     177  glEnable( GL_BLEND);
     178  glBlendFunc(GL_SRC_ALPHA,GL_ONE)
     179  glDisable( GL_ALPHA_TEST);
     180
    173181  glTranslatef(-this->getAbsCoor().x,-this->getAbsCoor().y,-this->getAbsCoor().z);
    174182  glScalef(1,1,1);
    175183  this->material->select();
    176   /*
    177   glBegin(GL_TRIANGLESTRIP);
    178   for( int i = 0; i < this->sections-1; i++)
    179   {
    180     rad1  = this->radius * (1.0-i*fact);
    181     rad0  = this->radius * (1.0-(i+1)*fact);
     184
     185  float alphaStep = (trailAlphaMax - trailAlphaMin)/this->sections;
     186
     187  glBegin(GL_TRIANGLE_STRIP);
     188
     189  // Alpha goes from 1.0 to 0.4 -> alphastep = .6 / this->sections
     190  for( int i = 1; i < this->sections-1; i++)
     191  {
     192    radone  = this->radius * (1.0-i*fact);
     193    radzero  = this->radius * (1.0-(i+1)*fact);
    182194
    183195    now   =  this->nodeList[i];
     
    188200      targ  = (this->getAbsCoor() - now).getNormalized();
    189201
    190     // vertical polygon
    191     Q[0]  = now + Vector(0,rad1,0) ;
    192     Q[1]  = later + Vector(0,rad0,0) ;
    193     Q[2]  = later + Vector(0,-rad0,0) ;
    194     Q[3]  = now + Vector(0,-rad1,0) ;
    195     //PRINTF(0)("Debug output: Q0 (%f,%f,%f) :: Q1 (%f,%f,%f) :: Q2 (%f,%f,%f) :: Q3 (%f,%f,%f)\n",Q[0].x,Q[0].y,Q[0].z,Q[1].x,Q[1].y,Q[1].z,Q[2].x,Q[2].y,Q[2].z,Q[3].x,Q[3].y,Q[3].z);
    196 
    197       glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
    198       glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
    199       glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
    200       glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
     202    // horizontal polygon
     203    Q[0]  = now + Vector(0,radone,0) ;
     204    Q[3]  = now + Vector(0,-radone,0) ;
    201205   
    202   }
    203   glEnd();
    204   glBegin(GL_TRIANGLESTRIP);
    205   for( int i = 0; i < this->sections-1; i++)
    206   {
    207     rad1  = this->radius * (1.0-i*fact);
    208     rad0  = this->radius * (1.0-(i+1)*fact);
     206    glTexCoord2f(0.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
     207        glTexCoord2f(1.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
     208
     209    if( i == this->sections - 1)
     210    {
     211     
     212      Q[1]  = later + Vector(0,radzero,0) ;
     213      Q[2]  = later + Vector(0,-radzero,0) ;
     214      glTexCoord2f(0.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
     215      glTexCoord2f(1.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
     216    }
     217
     218
     219  }
     220  glEnd();
     221  glBegin(GL_TRIANGLE_STRIP);
     222  for( int i = this->sections-1; i > 0; i--)
     223  {
     224    radone  = this->radius * (1.0-i*fact);
     225    radzero  = this->radius * (1.0-(i-1)*fact);
     226
     227    now   =  this->nodeList[i];
     228    later =  this->nodeList[i-1];
     229    if( i == 0)
     230      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
     231    else
     232      targ  = (this->getAbsCoor() - now).getNormalized();
     233
     234    // horizontal polygon
     235    Q[0]  = now + Vector(0,radone,0) ;
     236    Q[3]  = now + Vector(0,-radone,0) ;
     237
     238        glTexCoord2f(1.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[3].x,Q[3].y,Q[3].z+0.01f);
     239        glTexCoord2f(0.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[0].x,Q[0].y,Q[0].z+0.01f);
     240
     241    if( i == 1)
     242    {
     243        Q[1]  = later + Vector(0,radzero,0) ;
     244        Q[2]  = later + Vector(0,-radzero,0) ;
     245                glTexCoord2f(1.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[2].x,Q[2].y,Q[2].z+0.01f);
     246                glTexCoord2f(0.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[1].x,Q[1].y,Q[1].z+0.01f);
     247        }
     248
     249  }
     250  glEnd();
     251
     252
     253  glBegin(GL_TRIANGLE_STRIP);
     254  for( int i = 1; i < this->sections-1; i++)
     255  {
     256    radone  = this->radius * (1.0-i*fact);
     257    radzero  = this->radius * (1.0-(i+1)*fact);
    209258
    210259    now   =  this->nodeList[i];
     
    215264      targ  = (this->getAbsCoor() - now).getNormalized();
    216265
    217     // vertical polygon
    218     Q[0]  = now + Vector(0,rad1,0) ;
    219     Q[1]  = later + Vector(0,rad0,0) ;
    220     Q[2]  = later + Vector(0,-rad0,0) ;
    221     Q[3]  = now + Vector(0,-rad1,0) ;
    222     //PRINTF(0)("Debug output: Q0 (%f,%f,%f) :: Q1 (%f,%f,%f) :: Q2 (%f,%f,%f) :: Q3 (%f,%f,%f)\n",Q[0].x,Q[0].y,Q[0].z,Q[1].x,Q[1].y,Q[1].z,Q[2].x,Q[2].y,Q[2].z,Q[3].x,Q[3].y,Q[3].z);
    223 
    224       glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
    225       glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
    226       glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
    227       glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
     266    // horizontal polygon
     267    Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
     268    Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
    228269   
    229   }
    230   glEnd();*/
    231   glBegin(GL_TRIANGLE_STRIP);
    232   for( int i = 1; i < this->sections-1; i++)
    233   {
    234     radone  = this->radius * (1.0-i*fact);
    235     radzero  = this->radius * (1.0-(i+1)*fact);
    236 
    237     now   =  this->nodeList[i];
    238     later =  this->nodeList[i+1];
    239     if( i == 0)
    240       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
    241     else
    242       targ  = (this->getAbsCoor() - now).getNormalized();
    243 
    244     // horizontal polygon
    245     Q[0]  = now + Vector(0,radone,0) ;
    246     Q[3]  = now + Vector(0,-radone,0) ;
    247    
    248     glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
    249         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
    250 
    251     if( i == this->sections - 1)
     270        glTexCoord2f(0.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
     271        glTexCoord2f(1.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
     272
     273    if( i == this->sections-1)
    252274    {
    253      
    254       Q[1]  = later + Vector(0,radzero,0) ;
    255       Q[2]  = later + Vector(0,-radzero,0) ;
    256       glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
    257       glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
     275      Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
     276      Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
     277      glTexCoord2f(0.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
     278      glTexCoord2f(1.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
    258279    }
    259280
     
    275296
    276297    // horizontal polygon
    277     Q[0]  = now + Vector(0,radone,0) ;
    278     Q[3]  = now + Vector(0,-radone,0) ;
    279 
    280         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z+0.0001f);
    281         glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z+0.0001f);
    282 
    283     if( i == 1)
    284     {
    285         Q[1]  = later + Vector(0,radzero,0) ;
    286         Q[2]  = later + Vector(0,-radzero,0) ;
    287                 glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z+0.0001f);
    288                 glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z+0.0001f);
    289         }
    290 
    291   }
    292   glEnd();
    293 
    294 
    295   glBegin(GL_TRIANGLE_STRIP);
    296   for( int i = 1; i < this->sections-1; i++)
    297   {
    298     radone  = this->radius * (1.0-i*fact);
    299     radzero  = this->radius * (1.0-(i+1)*fact);
    300 
    301     now   =  this->nodeList[i];
    302     later =  this->nodeList[i+1];
    303     if( i == 0)
    304       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
    305     else
    306       targ  = (this->getAbsCoor() - now).getNormalized();
    307 
    308     // horizontal polygon
    309298    Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
    310299    Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
    311    
    312         glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
    313         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
    314 
    315     if( i == this->sections-1)
    316     {
    317       Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
    318       Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
    319       glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
    320       glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
    321     }
    322 
    323 
    324   }
    325   glEnd();
    326   glBegin(GL_TRIANGLE_STRIP);
    327   for( int i = this->sections-1; i > 0; i--)
    328   {
    329     radone  = this->radius * (1.0-i*fact);
    330     radzero  = this->radius * (1.0-(i-1)*fact);
    331 
    332     now   =  this->nodeList[i];
    333     later =  this->nodeList[i-1];
    334     if( i == 0)
    335       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
    336     else
    337       targ  = (this->getAbsCoor() - now).getNormalized();
    338 
    339     // horizontal polygon
    340     Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
    341     Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
    342 
    343         glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x+0.0001f,Q[0].y,Q[0].z);
    344         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x+0.0001f,Q[3].y,Q[3].z);
     300
     301        glTexCoord2f(0.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[0].x+0.01f,Q[0].y,Q[0].z);
     302        glTexCoord2f(1.0f, 0.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[3].x+0.01f,Q[3].y,Q[3].z);
    345303
    346304    if( i == 1)
     
    348306        Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
    349307        Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
    350                 glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x+0.0001f,Q[1].y,Q[1].z);
    351                 glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x+0.0001f,Q[2].y,Q[2].z);
     308                glTexCoord2f(0.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[1].x+0.01f,Q[1].y,Q[1].z);
     309                glTexCoord2f(1.0f, 1.0f); glColor4f(1,1,1, trailAlphaMax - i * alphaStep); glVertex3f(Q[2].x+0.01f,Q[2].y,Q[2].z);
    352310        }
    353311
     
    357315
    358316  glPopMatrix();
    359   //glPopAttrib();
     317  glPopAttrib();
    360318/*
    361319  //glTranslatef(this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
  • branches/playability/src/world_entities/world_entity.h

    r10101 r10102  
    2424// FORWARD DECLARATION
    2525namespace OrxSound { class SoundBuffer; class SoundSource; }
    26 namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; };
     26namespace OrxGui { class GLGuiWidget; class GLGuiBar; class GLGuiEnergyWidget; class GLGuiEnergyWidgetVertical; };
    2727
    2828class BVTree;
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